/Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h
Spawns a DialogueWave, a special type of Asset that requires Context data in order to resolve a specific SoundBase, which is then passed on to the new Audio Component. This function allows users to create and play Audio Components at a specific World Location and Rotation. Useful for spatialized and/or distance-attenuated dialogue.
Audio Component to manipulate the playing dialogue with
static [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * SpawnDialogueAtLocation ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [UDialogueWave](API\Runtime\Engine\Sound\UDialogueWave) * Dialogue, const struct [FDialogueContext](API\Runtime\Engine\Sound\FDialogueContext) & Context, FVector Location, FRotator Rotation, float VolumeMultiplier, float PitchMultiplier, float StartTime, [USoundAttenuation](API\Runtime\Engine\Sound\USoundAttenuation) * AttenuationSettings, bool bAutoDestroy )